Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Documentation~/Post-Processing-Split-Toning.md
2024-08-26 23:07:20 +03:00

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urp-post-processing-split-toning

Split Toning

This effect tints different areas of the image based on luminance values, to help you achieve a more distinctive look. You can use this to add different color tones to the shadows and highlights in your scene.

Using Split Toning

Split Toning uses the Volume framework, so to enable and modify Split Toning properties, you must add a Split Toning override to a Volume in your scene. To add Split Toning to a Volume:

  1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
  2. In the Inspector, navigate to Add Override > Post-processing and click on Split Toning. URP now applies Split Toning to any Camera this Volume affects.

Properties

When you adjust the color in the color picker for each property, you should only adjust the Hue and Saturation. Value also changes the overall image brightness.

Property Description
Shadows Use the color picker to select the color that URP uses for tinting shadows.
Highlights Use the color picker to select the color that URP uses for tinting highlights.
Balance Use the slider to set the balance between Shadows and Highlights. Lower values result in more pronounced shadow toning is compared to highlight toning. Higher values result in the opposite effect, with more pronounced highlight toning compared to shadow toning.